I started off the shader manual and this article.
From what I understand blendfuncs define how a polygon of a surface covered with your shader gets projected onto what is already on screen.
Now I am trying to figure how to put the blendfuncs in wordsShaderManual wrote:[Source * <srcBlend>] + [Destination * <dstBlend>]
1) gl_one (source) gl_one (screen) ||| result = 1 (polygon) + 1 (screen) = addition (blendfunc add)
2) gl_one gl_zero ||| result = 1 (polygon) + 0 (screen) = polygon is fully opaque
3) dl_dst_color gl_zero
This is where I start to struggle, technically, this blendfunc is supposed to multiply the source (polygon) rgb values with the screen below it. What I don't get is why the destination value is gl_zero and not gl_one since in my mind gl_zero implies 0 and a multiplication with 0 remains 0 or in other words black.
4) gl_zero gl_src_color
Is this equivalent to 3) since it is also a multiplication?
5) dst_color src_color
How does this work?
Would appreciate if you guys could help me get in on this.